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urturino

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Posts posted by urturino

  1. Hi.

    I need two clarifications:

    1) The year is still 424 days, but Frontier's orbital period is above 6 years. Is this intended? Do i need to install Kronometer? How much is Frontier's period exactly?

    2) In a old post of this thread it said Frontier should have oxygen, but in the config file oxygen is flagged as "false". At the current state Frontier is still intended to have Oxygen?

     

    Thanks.

  2. 1 hour ago, OhioBob said:

    I don't know what to tell you.  I can't debug it for you.  There's likely some other mod interfering with it.  I recommend you remove all mods but for the bare essentials.  Then reinstall them one at a time until you find the one that breaks it.

    I found the problem.

    Although all parts of the tech tree node containing the engine upgrade for eve were purchased, individual upgrades remained unpurchased and must be unlocked manually.

    They work now; Thank for the help.

  3. 3 minutes ago, OhioBob said:

    I have no idea what the "Girello" engine is.  You are obviously using a mod that has modified the stock engines.  It appears this mod has broken Eve Optimized Engines.  EOE works fine with stock engines.  You may have to make a choice between which mod you want more.

    Girello is just the italian translation for the Swivel.

    I don't think to have other mod that change the stock engine.

  4. Help

    Everything is broke.

    For some reasons the game not shows the button to change the nozzle , it only says the engine is optimazed for kerbin.

    Spoiler

    jKz1sbY.png

    B9PartSwitch seems to works fine for everything else.

    This is happening in multiple installations, only my stock installation and my JNSQ installation are working correctly.

    There is no mod in my JNSQ installation that is not event in the others, so i don't know if it's a incompatibility with another mod.

    KSP.log

  5. 8 minutes ago, KawaiiLucy said:

    You have two modes:

    - high thrust, low efficiency : LF+OX+LH2 with tank proportions 1:1:2

    - low thrust, high efficiency: LH2+OX with tank proportions 1:1

    Ideally you want to switch mid flight once you reach greater altitudes. Since it is a booster engine you need a lot of thrust on the launchpad, so you use the less efficient mode. But for max efficiency you should pack more LH2+OX  and a tad bit of LF+OX+LH2 just for the beginning of the flight for extra oomph.

    This is just a dummy example:

    ddnMQdI.png

    Such a booster will still mainly run on LH2+OX once high enough.

    From top to bottom I have a LH2 tank , LF+OX tank, and then big LH2+OX tank

     

     

    Ok, thanks, i will try this way.

  6. 13 minutes ago, KawaiiLucy said:

    From my testing, I think you need two tanks: one regular LF+OX and then another tank of the same size with LH2. I think this didn't leave any residual fuel. 

    In this way i think i will be short with Ox. Mode 1 use Cl+Ox+LH2, Mode 2 LH2+Ox, or mode 1 use less Ox than usual?

     

    28 minutes ago, mikegarrison said:

    I'm not aware of any easy way to balance the tanks for the three-propellant rockets. I tend to not use them.

    I think maybe they are supposed to work with other engines. Like, if you have nuclear engines that use H2 as reaction mass, you might have a big H2 tank. Then you can use the tri-propellant engines for high thrust when needed by drawing out of the common H2 tank.

    That's not how I thought to use them, but it looks interesting. I will try, thanks.

  7. 13 hours ago, zer0Kerbal said:

    @urturino kindly keep me informed to how it works so I can update the FAKQ and if needed help adjust the patch.

    Unfortunately it didn't work.

     

    The only way i found out to move back to their category all the parts is removing from every patch every "@tags = #$tags$ cck-el cck-sc" i found.

     

    But i didn't check if the three parts provide by the mod are showen in some other category after this crude and drastic fix.

  8. 8 minutes ago, zer0Kerbal said:

    easiest way is to adjust the tags is to create a personal ModularManagement patch:

    something like

    @PART[SmallTank,LargeTank,RadialOreTank]:NEEDS[SimpleConstruction]:FINAL
    { @tags ^= :\s*cck-sc cck-el\s*: : // removes tags so parts won't show up if CCK is installed }

    replace the items between the brackets `[]` with the internal part names of the parts you don't want in the CCK listing and save to a discrete directory under GameData. The example above would remove the three parts from that category.

    Thanks for the fast response.

    If i put @PART[*] it will remove all the parts from the category, isn't?

  9. Hi, does anyone know how to fix this weird glitch near the horizon? It's like the ocean shader ends before the horizon.

    I'm using EVE, Scatterer and Spectra. (But it's also present with AVP), I have it in all the planet pack (Stock, After Kerbin, GPP, KSRSS)

    https://imgur.com/a/sjWu9Bp

    KSP 1.12.5 on Linux

    KSP.Log: https://mega.nz/file/1ogFVKqZ#hexvUpa2lTiJlKSOLw_O8kF32Z_uodVAvgWxeXEcYug

    Player.log: https://mega.nz/file/R8JRzaYb#mHmcwbftIsokGNX6Bmdq3EwGIsKznXfP1rUTIaCPmzY

  10. Hi, 

    I'am trying this mod. Parts are very dark in the VAB; There is something i can do about?

    Is it possibile to disable the mod in the VAB and only use it in the fly?

    Spoiler

    rzSuiIE.png

     

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